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5th Edition and Cormyr: Flexing My Idea Muscle and Thinking Out Loud
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<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 7899287" data-attributes="member: 12388"><p>The three adventures in <a href="https://www.dmsguild.com/product/288980/Eye-on-Cormyr-4" target="_blank"><strong>Eye on Cormyr #4</strong></a> are for 1st level. They are: <em>Dungeon Under the Tower Keep, Dungeon Under the Pond, and The Undercellars of the Dread Destination.</em></p><p></p><p>It’s time to think up adventure ideas for 2nd level adventures.</p><p></p><p>1. OK, as with the 1st level adventures, everything starts in or around the village of Waymoot, in Cormyr.</p><p></p><p>2. Last time around the characters dealt with extremes of cold and exhaustion, so the new 2nd level adventures won't include those things if possible.</p><p></p><p>3. Each adventure included <em>portals</em> (<em>gates</em>, to us old timers)--I think it's a good idea to use <em>portals</em> again.</p><p></p><p>4. One of the <em>portals </em>characters can use to escape from the dungeon in <em>The Undercellars of the Dread Destination</em> opens into a cramped space sandwiched between between the back wall of the jakes and the outer wall of the building at the Old Man tavern in Waymoot. From the adventure: </p><p></p><p>5. So, the Old Man works as a starting point for an adventure whether or not a group of adventurers have played through <em>Undercellars, </em>because the tavern is already a labyrinth of sorts that's worth exploring, and it has all those cool old shields with stories behind them.</p><p></p><p>6. When it comes to writing adventures I like to put things in players' faces and see how they react. (It's hard to be subtle and drop hints when you're writing an adventure for people you've never met.) So, whether a group of characters walks through the front door of the Old Man or finds their way into a room lit by a fireplace after they've spent a day or more in near-freezing conditions 10,123 feet up in the air (atop the mountain in the Stormhorns where <em>Undercellars</em> is set), a shield handing on one of the walls will start glowing.</p><p></p><p>7. What kind of glow? A crimson glow that rides the top edge of an old, battered heater (that is, a shield with a flat top, and sides that run perpendicular to the top and then taper inward to join at a point at the bottom of the shield) with colors all but faded away on its metallic surface.</p><p> </p><p>8. The glow resolves into an illusion of blood that flows fast down the shield's face, the blood forming into a sinister skull with thick drops of blood circling it counterclockwise: the symbol of Bhaal, Lord of Murder.</p><p></p><p>9. An instant later the blood illusion changes back to a magical crimson glow, then a howling scream of warning bursts from the shield and echoes through the Old Man like thunder as the glow flashes outward, riding walls, floor and ceiling of the room before fading away. Strangely enough, no one outside of the Old Man will hear the scream, just as no one inside will hear it--including the characters.</p><p></p><p>(Yeah, I don't do subtle.)</p><p></p><p>10. What the characters do see is that one (or perhaps more) of the occupants in the room with the shield and fireplace will cover their ears, their faces screwed up in a grimace of pain. </p><p></p><p>11. What happens next? Perhaps the room occupants eye the characters, then draw hidden blades and attack. Or maybe the characters eye the room occupants, wondering why they reacted the way they did, while the NPCs think hard about what to do next. </p><p></p><p>Regardless, some of the all-too-many followers of Bhaal in Waymoot have been outed, and each has a new job to do: prevent the characters from bringing an end to the efforts of Bhaal's followers to gain secret control of Waymoot, and return things to the way they were before the Time of Troubles. </p><p></p><p>That's a good start.</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 7899287, member: 12388"] The three adventures in [URL='https://www.dmsguild.com/product/288980/Eye-on-Cormyr-4'][B]Eye on Cormyr #4[/B][/URL] are for 1st level. They are: [I]Dungeon Under the Tower Keep, Dungeon Under the Pond, and The Undercellars of the Dread Destination.[/I] It’s time to think up adventure ideas for 2nd level adventures. 1. OK, as with the 1st level adventures, everything starts in or around the village of Waymoot, in Cormyr. 2. Last time around the characters dealt with extremes of cold and exhaustion, so the new 2nd level adventures won't include those things if possible. 3. Each adventure included [I]portals[/I] ([I]gates[/I], to us old timers)--I think it's a good idea to use [I]portals[/I] again. 4. One of the [I]portals [/I]characters can use to escape from the dungeon in [I]The Undercellars of the Dread Destination[/I] opens into a cramped space sandwiched between between the back wall of the jakes and the outer wall of the building at the Old Man tavern in Waymoot. From the adventure: 5. So, the Old Man works as a starting point for an adventure whether or not a group of adventurers have played through [I]Undercellars, [/I]because the tavern is already a labyrinth of sorts that's worth exploring, and it has all those cool old shields with stories behind them. 6. When it comes to writing adventures I like to put things in players' faces and see how they react. (It's hard to be subtle and drop hints when you're writing an adventure for people you've never met.) So, whether a group of characters walks through the front door of the Old Man or finds their way into a room lit by a fireplace after they've spent a day or more in near-freezing conditions 10,123 feet up in the air (atop the mountain in the Stormhorns where [I]Undercellars[/I] is set), a shield handing on one of the walls will start glowing. 7. What kind of glow? A crimson glow that rides the top edge of an old, battered heater (that is, a shield with a flat top, and sides that run perpendicular to the top and then taper inward to join at a point at the bottom of the shield) with colors all but faded away on its metallic surface. 8. The glow resolves into an illusion of blood that flows fast down the shield's face, the blood forming into a sinister skull with thick drops of blood circling it counterclockwise: the symbol of Bhaal, Lord of Murder. 9. An instant later the blood illusion changes back to a magical crimson glow, then a howling scream of warning bursts from the shield and echoes through the Old Man like thunder as the glow flashes outward, riding walls, floor and ceiling of the room before fading away. Strangely enough, no one outside of the Old Man will hear the scream, just as no one inside will hear it--including the characters. (Yeah, I don't do subtle.) 10. What the characters do see is that one (or perhaps more) of the occupants in the room with the shield and fireplace will cover their ears, their faces screwed up in a grimace of pain. 11. What happens next? Perhaps the room occupants eye the characters, then draw hidden blades and attack. Or maybe the characters eye the room occupants, wondering why they reacted the way they did, while the NPCs think hard about what to do next. Regardless, some of the all-too-many followers of Bhaal in Waymoot have been outed, and each has a new job to do: prevent the characters from bringing an end to the efforts of Bhaal's followers to gain secret control of Waymoot, and return things to the way they were before the Time of Troubles. That's a good start. [/QUOTE]
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